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I think we''re coming on a fundamental difference of philosophy here. Who should be able to set the tone of the game, and decide on the nature of the community? I have been acting on the decision that it is the designer who can and should do this. You, on the other hand, feel this role is to be taken by the players. I''m a control freak; you''re an anarchist (relatively speaking of course).
Agreed. I''m anarchistic in game design (and quasi-anarchistic in real life politics). I give you a game world and some basic game rules, you play the game. Not that I think games that don''t allow freedom are bad, but I just think that especially the MMO genre doesn''t benefit from constraints.
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I''m not a big fan of the combat, and am not interested in bringing law to the masses by sword and fire - yes, I''m one of those fruity "role-players" who complain that there''s nothing to do but fight monsters, as if it were a bad thing. Hence my aversion to the rude and bloody minded.
Wait, wait. Combat is NOT a must. There will be ample ways for players to avoid confrontations with others. Simply bonding with others, forming large groups, will be an immediate deterrant to those who would bring harm upon you. As I really want to give the choice of how to play to the players, the ability to fight goes hand in hand with the ability to avoid fights.
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I''m just guessing we''re not going to be able to see eye-to-eye on this one, unless you can figure out some way for my limp-wristed pansy elf harpist to survive in your nature red in tooth and claw...
Combat avoidance could take many forms. Finding groups to join, perhaps something simple as an invisibility spell to get you safely from A to B (but which could slow you down somewhat).
From original message:
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Grief players are the most important issue facing massively multiplayer game designers today.
Current systems seem wholly inadequate of dealing with grief players while still allowing non-grief players some freedom (even in a design where they''re not meant to have too much freedom, you still want to give players choices), just like the current criminal law system in the US is wholly inadequate to deal with the reality of crime.
A complete overhaul is needed. Your system might work just as well as mine, but at least we agree that something new is required, right?